How can I prevent the game from freezing just before the NPC respawns?
Instead of it just cloning itself all the time and backing it up, would it be wise for it clone from lighting? Anyway here is the script that is inside the NPC
The top part of the code (function Respawn) is whats making NPC freezing the game before respawn. Also Output says nothing about this
Thanks!
local Model = script.Parent
Model:MakeJoints()
wait()
Model:MakeJoints()
local Backup = Model:clone()
Backup:MakeJoints()
wait()
Backup:MakeJoints()
function Respawn()
Model:breakJoints()
script.Parent = Model.Parent
wait(5)
if (Model ~= nil) then
Model:Destroy()
end
Backup:MakeJoints()
wait()
Backup:MakeJoints()
Model = Backup:clone()
Model:MakeJoints()
wait()
Model:MakeJoints()
local spawn = game:GetService("Workspace"):GetChildren()
wait()
if (Model.Configuration["Do not spawn on SpawnLocations?"].Value == false) then
mvspawn = false
for i = 1, #spawn do
if (spawn[i].ClassName == "SpawnLocation") then
team = game:GetService("Teams"):GetChildren()[Model.Configuration["Attack specific team? (Read the help.)"].Value]
if (team ~= nil) then
if (team.ClassName == "Team") then
if (spawn[i].TeamColor == team.TeamColor) then
delay(0.,function()
Model:MoveTo(spawn[i].Position)
end)
fft__ = spawn[i].Duration
mvspawn = true
end
else
print("Invalid team specified.")
end
else
if (Model.Configuration["Attack specific team? (Read the help.)"].Value ~= 0) then
print("Non-existant team specified.")
delay(0,function()
Model:MoveTo(spawn[i].Position)
end)
fft__ = spawn[i].Duration
else
if (spawn[i].Neutral == true) then
delay(0,function()
Model:MoveTo(spawn[i].Position)
end)
fft__ = spawn[i].Duration
mvspawn = true
end
end
end
end
end
if (mvspawn == false) then
delay(0,function()
Model:MoveTo(Vector3.new(0,10,0))
end)
fft__ = spawn[i].Duration
end
end
Model.Parent = script.Parent
Model:makeJoints()
wait(0)
script:Destroy()
end
Model.Humanoid.Died:connect(Respawn)
function waitForChild(parent, childName)
local child = parent:findFirstChild(childName)
if child then
return child
end
while true do
print(childName)
child = parent.ChildAdded:wait()
if child.Name==childName then
return child
end
end
end
-- declarations
local Figure = script.Parent
local Head = waitForChild(Figure, "Head")
local Humanoid = waitForChild(Figure, "Humanoid")
Figure.PrimaryPart = Head
-- ANIMATION
function Joint(Name, Part0, Part1, C0, C1, MaxVelocity)
local Motor = Instance.new("Motor")
Motor.C0 = C0
Motor.C1 = C1
Motor.MaxVelocity = MaxVelocity
Motor.Name = Name
Motor.Parent = Part0
Motor.Part0 = Part0
Motor.Part1 = Part1
end
-- declarations
local Torso = waitForChild(Figure, "Torso")
local LeftArm = waitForChild(Figure, "Left Arm")
local LeftLeg = waitForChild(Figure, "Left Leg")
local RightArm = waitForChild(Figure, "Right Arm")
local RightLeg = waitForChild(Figure, "Right Leg")
local Joints = {
{"Right Shoulder", Torso, RightArm, CFrame.new(1, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0), CFrame.new(-0.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0), 0.5},
{"Left Shoulder", Torso, LeftArm, CFrame.new(-1, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0), CFrame.new(0.5, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0), 0.5},
{"Right Hip", Torso, RightLeg, CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0), CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0), 0.10000000149012},
{"Left Hip", Torso, LeftLeg, CFrame.new(-1, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0), CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0), 0.10000000149012},
{"Neck", Torso, Head, CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), 0.10000000149012}}
Torso:breakJoints()
for _, v in pairs(Joints) do
Joint(unpack(v))
end
local RightShoulder = waitForChild(Torso, "Right Shoulder")
local LeftShoulder = waitForChild(Torso, "Left Shoulder")
local RightHip = waitForChild(Torso, "Right Hip")
local LeftHip = waitForChild(Torso, "Left Hip")
local Neck = waitForChild(Torso, "Neck")
local Humanoid = waitForChild(Figure, "Humanoid")
local pose = "Standing"
local toolAnim = "None"
local toolAnimTime = 0
-- functions
function onRunning(speed)
if speed>0 then
pose = "Running"
else
pose = "Standing"
end
end
function onDied()
pose = "Dead"
end
function onJumping()
pose = "Jumping"
end
function onClimbing()
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
function moveJump()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 3.14
LeftShoulder.DesiredAngle = -3.14
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
-- same as jump for now
function moveFreeFall()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 3.14
LeftShoulder.DesiredAngle = -3.14
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveSit()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder.DesiredAngle = 3.14 /2
LeftShoulder.DesiredAngle = -3.14 /2
RightHip.DesiredAngle = 3.14 /2
LeftHip.DesiredAngle = -3.14 /2
end
function getTool()
for _, kid in ipairs(Figure:GetChildren()) do
if kid.className == "Tool" then return kid end
end
return nil
end
function getToolAnim(tool)
for _, c in ipairs(tool:GetChildren()) do
if c.Name == "toolanim" and c.className == "StringValue" then
return c
end
end
return nil
end
function animateTool()
if (toolAnim == "None") then
RightShoulder.DesiredAngle = 1.57
return
end
if (toolAnim == "Slash") then
RightShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 0
return
end
if (toolAnim == "Lunge") then
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightHip.MaxVelocity = 0.5
LeftHip.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 1.57
LeftShoulder.DesiredAngle = 1.0
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 1.0
return
end
end
function move(time)
local amplitude
local frequency
if (pose == "Jumping") then
moveJump()
return
end
if (pose == "FreeFall") then
moveFreeFall()
return
end
if (pose == "Seated") then
moveSit()
return
end
local climbFudge = 0
if (pose == "Running") then
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
amplitude = 1
frequency = 9
elseif (pose == "Climbing") then
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
amplitude = 1
frequency = 9
climbFudge = 3.14
else
amplitude = 0.1
frequency = 1
end
desiredAngle = amplitude * math.sin(time*frequency)
RightShoulder.DesiredAngle = desiredAngle + climbFudge
LeftShoulder.DesiredAngle = desiredAngle - climbFudge
RightHip.DesiredAngle = -desiredAngle
LeftHip.DesiredAngle = -desiredAngle
local tool = getTool()
if tool then
animStringValueObject = getToolAnim(tool)
if animStringValueObject then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = time + .3
end
if time > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
toolAnim = "None"
toolAnimTime = 0
end
end
-- connect events
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
-- util
function waitForChild(parent, childName)
local child = parent:findFirstChild(childName)
if child then return child end
while true do
child = parent.ChildAdded:wait()
if child.Name==childName then return child end
end
end
function newSound(id)
local sound = Instance.new("Sound")
sound.SoundId = id
sound.archivable = false
sound.Parent = script.Parent.Head
return sound
end
-- declarations
local sDied = newSound("rbxasset://sounds/uuhhh.wav")
local sFallingDown = newSound("rbxasset://sounds/splat.wav")
local sFreeFalling = newSound("rbxasset://sounds/swoosh.wav")
local sGettingUp = newSound("rbxasset://sounds/hit.wav")
local sJumping = newSound("rbxasset://sounds/button.wav")
local sRunning = newSound("rbxasset://sounds/bfsl-minifigfoots1.mp3")
sRunning.Looped = true
-- functions
function onSoundDied()
sDied:Play()
end
function onState(state, sound)
if state then
sound:Play()
else
sound:Pause()
end
end
function onSoundRunning(speed)
if speed>0 then
sRunning:Play()
else
sRunning:Pause()
end
end
-- connect up
Humanoid.Died:connect(onSoundDied)
Humanoid.Running:connect(onSoundRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
local runService = game:service("RunService");
delay(0, function()
while Figure.Parent~=nil do
local _, time = wait(0.1)
move(time)
end
end)
-- regeneration
while true do
local s = wait(1)
local health = Humanoid.Health
if health > 0 and health < Humanoid.MaxHealth then
health = health + 0.01 * s * Humanoid.MaxHealth
if health * 1.05 < Humanoid.MaxHealth then
Humanoid.Health = health
else
Humanoid.Health = Humanoid.MaxHealth
end
end
end

1 comment
You need a wait in the for loop that you start on line 28 and also I have no idea what you're doing with that "delay(0.," part